• Black Mesa Source Security Playmodel
    12 replies, posted
I just wanted to know if anybody was working on or would be willing to rig the models of the security guards from the Black Mesa Mod as player-models? In case you don't know what they look like. [img]http://filesmelt.com/dl/2013-05-05_00007.jpg[/img] [img]http://filesmelt.com/dl/800px-Guard_sds.jpg[/img]
..Not sure how that'd come true, since they wouldn't be the original models using player animations merged with the NPCs. (HL2DM-style)
What do you mean?
You should've seen [URL="http://facepunch.com/showthread.php?t=1164967"]this[/URL] topic I made last year, it talks about re-using the NPC models with player animations added. I don't like the usage of "models/player/" models which are modified versions of the NPC versions, just to use player animations! ..Of course, this'll also make it easier to hex custom model using the ValveBiped (bipedal, human) skeleton, since you'll only have to hex the model and let that be it.
Which means what? besides that this forum i made is dead...sigh even the COD model request threads have better luck than mine....
[QUOTE=BenjaminTennison;40536491]..Not sure how that'd come true, since they wouldn't be the original models using player animations merged with the NPCs. (HL2DM-style)[/QUOTE] No, they're on the HL2 era valve skeleton, and as such all that it requires to be a playermodel is a couple lines in the .qc and some lua coding.
[QUOTE=pvt.jenkins;40614210]No, they're on the HL2 era valve skeleton, and as such all that it requires to be a playermodel is a couple lines in the .qc and some lua coding.[/QUOTE] Then I take everything I said back, because it ain't workin'. (ACT_IDLE and ACT_HL2MP_IDLE don't work well together? NPCs are obsolete, then.) Well then, explain to me why the hostages (the only NPCs in the whole game) in CS: GO use 9-way movement and they work! LUA coding with animations (not forcing animations, nor associating to SWEP animations)? Not sure how that'd work out...
[QUOTE=BenjaminTennison;40614697]Then I take everything I said back, because it ain't workin'. (ACT_IDLE and ACT_HL2MP_IDLE don't work well together? NPCs are obsolete, then.) Well then, explain to me why the hostages (the only NPCs in the whole game) in CS: GO use 9-way movement and they work! LUA coding with animations (not forcing animations, nor associating to SWEP animations)? Not sure how that'd work out...[/QUOTE] You are literally making no sense, also CSGO has a different skeleton than BM:S. BM:S is on the HL2 era valve skeleton.
The CSGO (even L4D) characters use [B]ValveBiped.Bip01_[/B] bones (so it's still HL2-style). I use the Half-Life Model Viewer to prove it, is that enough to convince? Of course, the skeletons have only minor differences (such as not having each others' bones)
[QUOTE=BenjaminTennison;40615355]The CSGO (even L4D) characters use [B]ValveBiped.Bip01_[/B] bones (so it's still HL2-style).[/QUOTE] And? That's just the fucking name. The skeleton is still different, it's just named the same. [QUOTE=BenjaminTennison;40615355]Of course, the skeletons have only minor differences (such as not having each others' bones)[/QUOTE] AKA exactly what you just said. You can't have animations for a specific skeleton on another skeleton with different bones, do you even realize what you're saying?
Also, I was asking how come the only NPCs in CS: GO (hostages) use move_y and move_x, and work perfectly? (9-way) NOTE: I don't care about skeletons, just gimme a short answer like 'It's a new feature!'
[QUOTE=BenjaminTennison;40621855]NOTE: I don't care about skeletons[/QUOTE] then stop posting in a thread centered around animations/playermodels
[QUOTE=BenjaminTennison;40621855]Also, I was asking how come the only NPCs in CS: GO (hostages) use move_y and move_x, and work perfectly? (9-way) NOTE: I don't care about skeletons, just gimme a short answer like 'It's a new feature!'[/QUOTE] Move_x and move_y are mainly for how they move (which is pretty much implied by how they are named) in SFM. Move_x determines how fast they move in a left-right path while move_y determines how fast they move in a forward-back path. It's all pretty much tied into the animations and the skeleton (gee, go figure). I'm not sure if they have any actual use in CS:GO or not (Google searches only pointed me to SFM related articles), but CS:GO's models are SFM compatible/mountable, so I'd assume that it's mostly for SFM. Now would you kindly stop derailing this guy's request thread? CS:GO has nothing to do with Black Mesa or this guy's request for a player model, so there's no need to actually continue this conversation.
Sorry, you need to Log In to post a reply to this thread.